Favorite and worse super ability in your opinion?

Most of the super abilities have been tweaked in the beta 2 and i was wondering what is in your opinion the best and the worst super ability?

My favorite: super diplomat

You can nearly play on even with the drath when it comes to influencing wars with enemies. You get great tech deals with the ai, can talk more often to other civs and get an influence bonus which is always useful. And on the top ai nearly never attacks you if you keep good relations (and get the drath out of the game )


The worst in my opinion: super adapter

you have no long term advantage and when it comes to colonizating as many worlds as you can super hive is as useful. With the new ai that researches more special environement techs it has become, in my opinion, even less usefull than in beta 1
12,050 views 17 replies
Reply #1 Top
best: totally depence on your style, i like a few more of them
worst: super spy, what is his advantage? 1 spy (woohoo?) and a tech (wich i can research pretty fast anyway, + spies don't come early in the game anyway).
i think this ability is pretty much worthless.

indeed super adapter isn't very good either.

maybe the super adapter should change its ability to something like, researches 50% faster or something, kinda has the same effect but it becomes good later in the game to.
Reply #2 Top
Well Super Dominator is cool and Super Hive cool also.

I think Altarians are getting SHAFTED with super organizer.

Super Warrior. Neato. Always fire first. Gotta try that next.

Yor just became the State Troopers of the galaxy. Watch that speed mister. Only 3.

Korath - also gimped like Altarians. Their ability can be stolen pretty much since you can invade and take their tech or use spies.

Korx- All the trades plus 2X trading revenues. This suits them. Money is good. Money can buy what you need if you have enough.

Super Adapter- agreed. You are gimpy if there's few or none worlds that you are adapted too.

From a roleplay (RP) perspective each ability is well thought out and goes in character with each race/story. In practicality some ARE worse than others.


What I am judging this is comparing apples to apples or trying to. In order to say one 'sux' I say it has to not provide the race with enough advantages compared to race x and race x's super ability.



Reply #3 Top
Funny, I actually think that Super Adapter is quite useful.

It lets you get planets that others can't get early on, and it's a very expensive tech.

I've found that when you are finished gobbling up all the aquatic and toxic planets, or that others have, trading these techs still has significant value.

Trading them for Barren and High G colonization techs also tends to help a lot, especially if you are controlling the trade. Park a Colonizer near one of these worlds when you are ready and give someone Aquatic for Barren and bang, you just got yourself another planet.

Of coarse, it helps if these guys you are trading with are furhter away than closer to you, so you don't have to worry about them taking workds you might want, but in even then, it's still useful.

Super Spy is the worst IMO. I'm trying out Super Warrior now, so we'll see how that goes.
Reply #4 Top
Super hive... hands down.

I'm a nester/builder, so this is perfect for me.

One question about the super-organizer (I think... the one that supposedly makes it easier to get others to aid you).

I'm playing all custom races -- and my "good" race, the Asgard, were given this super-ability.

Now - whenever someone DOW on them, I get the pop-up about intervention (like them, I'm ethically aligned 'good', too).

I almost always select 'NO' -- but I end up DOW on the other race anyway.

Is this a bug -- or is it actually the super-ability at work?

I.e., does another AI having this super-ability mean I have no or limited control over whether I DOW in such circumstances?

I certainly hope it's a bug - and not intended, otherwise... this super-ability goes right in the garbage.... Morale or influence hit if I don't go to war.. heck, even an odd planet rebelling in protest -- fine, but I should never be forced into a DOW as often as this ability seems to be causing me.

Reply #5 Top
I think that Super Diplomat is by far the most potent abilities, at least in the hands of a player. I am not convinced that the AIs know how to use this ability.

Why is it so great? Well, making everyone do whatever you want is pretty powerful. Even if an empire is very powerful, and hates me I can convince them to waste their energy on multiple wars while I build up. As they continue to war, more races come to hate them and soon I have pretty much isolated from the rest of the community. Once I am finally ready for a war I drive a stake through their heart.
Also, getting Trade goods and expensive military techs for peanuts is pretty sweet. If you play as an arms dealer you can continually cause wars and reap huge profits on your arms deal.
I am not sure if it is balanced, but it sure is fun!

I created the old Master of Orion Race the Sakkra. Made them Evil, Super Aggressive with a morale bonus and a Super Breeder. Their empire is rocking, and they would probably win if it wasn't for me getting them bogged down in wars with other races. But, the AI does seem how to use the Super Breeder ability.

I agree - I think the Super Spy ability is kind of stingy, unless spies have a much GREATER chance of scoring tech than normal spies. Then it would be pretty handy.

Dano
Reply #6 Top
The strongest complaint I've seen so far is about the Super Adapter--others should not be able to simply research away your "Super" Ability.

I've gotten perhaps too fond of the 1-turn factory part of Super Hive, but I'm guessing it will still make a worthwhile difference when we see the change to percentage bonus in the next public build.

Overall, the Super Abilities are steadily growing in my affections b/c I'm starting to think they might help me out of my strategy rut. Keeping your "normal" settings the same but switching Super Abilities with each game should help keep you challenged.
Reply #7 Top
The strongest complaint I've seen so far is about the Super Adapter--others should not be able to simply research away your "Super" Ability.

I've gotten perhaps too fond of the 1-turn factory part of Super Hive, but I'm guessing it will still make a worthwhile difference when we see the change to percentage bonus in the next public build.

Overall, the Super Abilities are steadily growing in my affections b/c I'm starting to think they might help me out of my strategy rut. Keeping your "normal" settings the same but switching Super Abilities with each game should help keep you challenged.
Reply #8 Top
Least favorite abilities:

Super Spy is the lamest, IMNSHO, but the Krynn still kick butt with their +50 Morale, +25 Diplomacy, +10 Econ, and +50 Defense natural abilities (plus loyalty and espionage bonuses, but who cares about those?) and 9 points more to use as you please; plus they are Neutral, my favorite alignment. I consider the Krynn to really not have a super ability at all, and I enjoy playing them for that challenge.

Super Breeder only kicks in at 100% morale - fine for some, but I don't play the early happy planets game, I'd rather extort as much cash as possible.

Super Adapter - Whoopty doo, a couple of techs you can research or buy off anyone in the first year of the game; no guarantee at all they will even help you colonize your nearby planets; and the Iconian natural abilities are now nonexistant.

Favorites:

I love the Super Hive ability, now that I've figured out how to use it without completely wrecking my economy. Super Diplomat is great if you want to play a more peaceful game or if you like to tech trade. First Strike seems nice; I haven't tried it yet, but fighting the Arceans has gotten a lot harder. I like the Super Organizer, too, as it helped me survive at early Korath attack but didn't convulse the entire galaxy like the Drath ability did in beta 2a. Did they fix that yet?
Reply #9 Top
I think the Super Abilities are Like MTG Cards...there are cards out there that everyone thinks suck.

and then someone comes along and Shows you how to use them.

ya' know?
Reply #10 Top
My thoughts...

Super Hive: Hugely overpowered and is too be changed according to one of the journal entries.

Super Diplomat: Very cheesy I turn off tech trading it's too easy to abuse the AI's.

Super Breeder: As I understand it you need 100 morale. In effect you have to cripple your economy to get it to work. Perhaps worst ability.

Super Warrior: Arguably the best long term working abilty. Arcean stats are rubbish though best to create your own race with it.

Super Organiser: Rubbish I haven't had the AI declare war on me in 40 games. Nice for AI though declare war on Altarians at your peril.

Super Dominator: Corvettes are crap I don't think there improved depending on what tech you have ethier.

Super Adapter/Isolationist/Anihalator: Most people are going to use ctrl+n and tech trading so this takes away the value of these abilties (colonisation of planets). In a multiplayer game thses would be much more powerful. The Yor and Korath have great abilities though.

Super Trader: Great long term ability great in a single player enviroment. Korx abilities are poor though.

Super Manipulator: Adds flavour to AI but is crap for personal use.

Super Spy: A long term ability but not great. Krynn have great stats though.


The greatest thing about the super abilities the races now seem to have a personality. Stardock needs to refine some of them though they are far from balanced.
Reply #11 Top
Super Annihilator FTW. Spore ships are the zergling rush of GalCiv
Reply #12 Top
Fav: Super Hive. Means i can get my infrastructure going on worlds with only 50% manu ability. Without it building a factory can take months and be a huge drag on my empires resources.

Worst: Super Spy. One word for it at present... LAME
Reply #13 Top
I think Super Spy sucks big time right now, absolutely no reason to go it for a custom race, however I think the Krynn are fairly balanced, because of their crazy regular stats, like +50 Espionage, Morale and Defence, plus diplomacy and economics. If super spy got buffed, their other stats would have to be decreased. I think the best is Super Warrior.
Reply #14 Top
It seems a reasonable way to balance the custom races is to confer regular Ability Points based on the Super Ability. So if you get Super Spy you get a boatwad of AP, and if you choose spore, well...at least you get to choose your political party. And if you disable super abilities you get the generic AP.

That seems like an easier (and cooler) way to do it than trying to balance all the Super Abilities.
Reply #15 Top
It seems a reasonable way to balance the custom races is to confer regular Ability Points based on the Super Ability.


In general I agree although some super abilities need a lot of work eg suuper breeder while others just need a bit of tweaking and giving/taking away of ability points or adding inherent abilities to the race that has a weak super ability.
Reply #16 Top
I think the best thing is that there are 12 of them, although I admit I'm pretty confident that the Stardock devs will feel compelled to so several rounds of serious balancing and tweaking after DA 1.0 ships.

Regardless of how they end up working individually, the new Super Abilities, especially when combined with custom opponents, will extend the lifespan of GCII for many players.
Reply #17 Top
Apologies...

My question got buried in my post about SA's generally, so I'm repeating it...

Does the "Super Organizer" allow other Civs to more or less declare war for me?

I.e., with my custom races (one of whom is a super-organizer) - whenever a 3rd race DOW on them, I get the pop-up about whether I wish to go to war or not (we're ethically the same).

Regardless of whether I select "yes" or "no" -- I ALWAYS, every time (about 12-15 now) end up at war with the other civs.

Just curious if this is a just a beta issue with super-organizer or if it's intended to work that way